godot/core/math/aabb.cpp

/**************************************************************************/
/*  aabb.cpp                                                              */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "aabb.h"

#include "core/string/ustring.h"
#include "core/variant/variant.h"

real_t AABB::get_volume() const {}

bool AABB::operator==(const AABB &p_rval) const {}

bool AABB::operator!=(const AABB &p_rval) const {}

void AABB::merge_with(const AABB &p_aabb) {}

bool AABB::is_equal_approx(const AABB &p_aabb) const {}

bool AABB::is_finite() const {}

AABB AABB::intersection(const AABB &p_aabb) const {}

// Note that this routine returns the BACKTRACKED (i.e. behind the ray origin)
// intersection point + normal if INSIDE the AABB.
// The caller can therefore decide when INSIDE whether to use the
// backtracked intersection, or use p_from as the intersection, and
// carry on progressing without e.g. reflecting against the normal.
bool AABB::find_intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, bool &r_inside, Vector3 *r_intersection_point, Vector3 *r_normal) const {}

bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_intersection_point, Vector3 *r_normal) const {}

bool AABB::intersects_plane(const Plane &p_plane) const {}

Vector3 AABB::get_longest_axis() const {}

int AABB::get_longest_axis_index() const {}

Vector3 AABB::get_shortest_axis() const {}

int AABB::get_shortest_axis_index() const {}

AABB AABB::merge(const AABB &p_with) const {}

AABB AABB::expand(const Vector3 &p_vector) const {}

AABB AABB::grow(real_t p_by) const {}

void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {}

Variant AABB::intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const {}

Variant AABB::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {}

operator String()